Audio Generation Methods and System

ABSTRACT

A method of generating audio assets, comprising the steps of: receiving an input multi-layered audio asset comprising a plurality of audio layers, generating an input multi-channel image, wherein each channel of the input multi-channel image comprises an input image representative of one of the audio layers, training a generative model on the input multi-channel image and implementing the trained generative model to generate an output multi-channel image, wherein each channel of the output multi-channel image comprises an output image representative of an output audio layer, and generating an output multi-layered audio asset based on a combination of output audio layers derived from the output images.

CROSS-REFERENCES TO RELATED APPLICATIONS

The present application claims priority Great Britain Patent Application No. 2110275.1, filed on Jul. 16, 2021, the disclosure of which is hereby incorporated herein by reference.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates to methods and systems for generating audio, for example audio assets for use in a video game environment.

Description of the Prior Art

With the growing size of current games, audio content generation is a challenging task. Sound designers are required to produce an ever-growing variety of sounds and audio assets for each game. For example, in the field of video games, a huge library of audio assets for sound effects is needed particularly for expressing sound effects. In order to produce the desired effects, some audio assets can constitute multiple sounds—acting as layers—combined to achieve an orchestrated sound. For example, a footstep audio asset may comprise multiple layers for the different parts of the foot (e.g. tip, heel, sole) along with other foley sounds to imitate the complex sound in real life, and to take into account certain factors which would influence acoustic characteristics (such as volume, pitch, tone, timbre) of the footstep due to the in-game actions such as when the player is running, walking, crawling, etc. In creating such sounds, each such asset typically needs to be manually crafted to have the suitable variations from the base audio asset. This is often time-consuming, expensive (both computationally and financially) and places a heavy intellectual burden on the audio creator.

Furthermore, in certain applications (such as in video games), it is advantageous to be able to generate new audio assets on the fly. Such a process is difficult to implement because the audio cannot be generated by a sound engineer post release of the game and must be generated by means of a computer process. In such cases it is often difficult to generate audio assets which have the required variation from the original asset, but which are still similar enough in overall theme to the original asset that the audience can recognise them as such. Attempts at providing computation audio asset generation have been made but they are often complex and process intensive, resulting in a slow and expensive process. Such computational solutions are also often single output meaning that each new audio asset must be generated one-by-one, which further increases time and processing costs.

The present invention seeks to mitigate at least some of the above problems.

SUMMARY OF THE INVENTION

According to an aspect of the disclosure, there is provided a method of generating audio assets, comprising the steps of: receiving an input multi-layered audio asset comprising a plurality of audio layers, generating an input multi-channel image, wherein each channel of the input multi-channel image comprises an input image representative of one of the audio layers, training a generative model on the input multi-channel image and implementing the trained generative model to generate an output multi-channel image, wherein each channel of the output multi-channel image comprises an output image representative of an output audio layer, and generating an output multi-layered audio asset based on a combination of output audio layers derived from the output images.

Using a graphical representation of audio (such as spectrograms) to train generative models allows the generation of audio assets with relative ease and autonomy. Furthermore, the approach of using multi-channel graphical representation for the generation of audio allows the creation of layered audio assets in a short time and with reduced computing power required.

The layers within a multi-layered audio asset may be arranged in time and/or acoustic property to give a specific overall effect. For example, a multi-layered audio asset may typically have one or more of the layers arranged with a temporal offset against each other. This may be represented by one or more delays between the layers. Typically, the step of generating an output multi-layered audio asset may comprise arranging the plurality of output audio layers with a time delay between each of the output audio layers. The delay between each layer may be uniform or unique. Similarly, the layers may each have a different volume. One or more aspects of how the layers are arranged in the input multi-layered audio asset may be recorded, such that those same aspects can be applied to the newly generated output layers in the output multi-layered audio asset. For example, if an input asset comprises 3 layers each offset by 10 ms, then the 3 layers of the output asset may also be offset by 10 ms, even if the content of each layer is now different. Information about the arrangement of the audio may be determined and recorded when the input multi-layered audio asset is first received. This information may be used to train the generative model, or stored such that when the output multi-layered audio asset is being formed (from the various output layers generated by the model), the same characteristics may be applied.

Preferably, the generative model is a single-image generative model. Single image generation using spectrograms to make new sounds significantly reduces the amount of data and computational power needed compared to other generative models. Single-image generative models are trained on a single input image to generate novel variations of the input image. This is normally achieved by using a fully convolutional discriminator with a limited receptive field (e.g. a patch discriminator) and a progressively growing architecture. One of the pragmatic problems these single image models have is that they must be trained each time a new image is to be generated. In other words, if it is desired to produce novel versions of two different images, two different models must be trained (one per image). This is normally time consuming and expensive to operate and maintain. The present invention allows the generation of layered audio assets in a short time by using a novel approach to generate new layered sounds using generative models. In this way, it is possible to train single-image generative models on a small dataset of single-channel graphical representations and have a single model that is able to produce variations of different training sounds. This allows a large number of a new and detailed audio assets to be generated with ease and relatively little computational power required.

The present invention may utilise any of a number of different types of image or graphical representation of audio assets. For example, the audio assets may also be converted to or from audio waveform representation, or spectrograph representation. Preferably, the audio assets are converted to and from audio spectrograms. In such a case, the step of converting each audio asset into a graphical representation may comprise performing a Fourier transform on each audio asset and plotting the frequency domain amplitudes in a graphical representation to produce a spectrogram. Spectrograms are advantageous because they represent the audio asset in a frequency space which displays characteristic information about the sound. A single spectrogram can represent monophonic audio for example and may be obtained by taking a short-time Fourier transform of the audio. The spectrogram will usually have one channel (if using the magnitude or the complex representation) or two channels (if using magnitude and phase). It has been found that one-channel spectrograms provide a particularly good representation of audio in the frequency domain which can be used to quickly and efficiently convert between graphical and acoustic representation of the audio asset, without significant loss in detail. Multiple channels may also be used when working with multi-channel audio, for example when working with stereo or ambisonics and 3D audio.

Whilst spectrograms are typically obtained and resolved through Fourier transforms (and the relevant inverse transforms), any suitable function may be used for conversion to and from spectrogram representation. For example, the step of resolving each output multi-channel image may comprise the steps of: separating the output graphical images out from each channel of the multi-channel image, and performing an inverse Fourier transform on each output graphical image to retrieve one or more output audio asset from each output graphical image.

The single-image generative model may be a generative adversarial network, GAN, having a patch discriminator. A patch discriminator may be a type of discriminator for GANs which only discriminates loss for structure at the scale of local image patches, and classifies whether each patch in an input image is true or fake. The patch discriminator may be run convolutionally across the image, averaging all responses to provide the ultimate output of the discriminator. In case such a GAN is used, the step of generating one or more output multi-channel images may comprise training the GAN on the input multi-channel image.

Typically, the output multi-channel image may comprise an output graphical representation in each channel of the multi-channel image. Each graphical representation may be a spectrogram having one channel.

The techniques described herein may be particularly suitable for use in a video game application, where a vast number of audio assets are required and a large number of similar sounds with slight variation is particularly advantageous. The step of receiving a plurality of input audio assets may comprise receiving, from a video game environment, video game information, and the step of generating one or more output multi-channel images may comprise feeding the video game information into the single-image generative model such that the output multi-channel image is influenced by the video game information. Whilst the input audio asset(s) may be chosen beforehand (e.g., by sound designers) and the generative model trained on such pre-selected audio, the trained model could for example be stored on a memory and used multiple times to generate a large number of related audio assets. In producing such assets, the model may take information from video game environments and effect the generation of new images accordingly. For example, it may be desirable to generate new audio assets in response to changes in the video game environment. The amount by which each new audio asset should vary from the training asset can be fed in directly from the video game environment to the generative model. This provides a seamless way to implement a generative model that need only be trained an image once and which can be used repeatedly to generate multiple new assets.

In some examples, the input audio assets may be directly received from a microphone input. That is, the step of receiving a plurality of input audio assets may comprise receiving, from a microphone source, input audio clips.

According to a further aspect of the disclosure there is provided a computer program comprising computer-implemented instructions that, when run on a computer, cause the computer to implement the method according to the first aspect, with any one or more of the features disclosed herein.

It will be appreciated that the methods described herein may be carried out on conventional hardware suitably adapted as applicable by software instruction or by the inclusion or substitution of dedicated hardware.

Thus the required adaptation to existing parts of a conventional equivalent device may be implemented in the form of a computer program product comprising processor implementable instructions stored on a non-transitory machine-readable medium such as a floppy disk, optical disk, hard disk, solid state disk, PROM, RAM, flash memory or any combination of these or other storage media, or realised in hardware as an ASIC (application specific integrated circuit) or an FPGA (field programmable gate array) or other configurable circuit suitable to use in adapting the conventional equivalent device. Separately, such a computer program may be transmitted via data signals on a network such as an Ethernet, a wireless network, the Internet, or any combination of these or other networks.

According to a further aspect of the disclosure there is provided a system for generating audio assets, the system comprising: an asset input unit configured to receive an input multi-layered audio asset comprising a plurality of audio layers, convert each audio layer into an input graphical representation, and generate an input multi-channel image by stacking each input graphical representation in a separate channel of the multi-channel image, and an image generation unit configured to implement a generative model to generate one or more output multi-channel images based on the input multi-channel image, each channel of the output multi-channel image comprising an output image representing an output audio layer, and an asset output unit configured to separate the output graphical representations from each multi-channel image and generate an output multi-layered audio asset based on a combination of output audio layers derived from the output graphical representations.

It is to be understood that both the foregoing general description of the invention and the following detailed description are exemplary, but are not restrictive, of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

A more complete appreciation of the disclosure and many of the attendant advantages thereof will be readily obtained as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein:

FIG. 1 schematically illustrates an example workflow of batch generation of audio files.

FIG. 2 schematically illustrates an example flow diagram of a method in accordance with an aspect of the disclosure.

FIG. 3 schematically illustrates an example workflow of conversion between acoustic and visual forms according to an aspect of the disclosure.

FIG. 4 schematically illustrates an example system in accordance with an aspect of the disclosure.

DETAILED DESCRIPTION

Referring now to the drawings, wherein like reference numerals designate identical or corresponding parts throughout the several views, the present invention provides a method for effectively and efficiently producing layered audio assets. The technique generally involves receiving a multi-layered audio clip, converting the layers of the audio clip into a graphical representation such as spectrogram form, training a generative model on that spectrogram to generate new variant spectrograms to represent new audio layers and converting the new variant spectrograms into audio assets and combining to form new multi-layered audio assets. The general approach is illustrated schematically in FIG. 1 , which outlines how an input multi-layered audio file 101 comprised of layers 101 a, 101 b, 101 c is converted into a batch of spectrograms 102, combined into a single multi-channel image 103, passed into a neural network 104 which is trained to generate a new multi-channel image 105 which is then separated into a batch of output spectrograms 106 to be converted into a new multi-layered audio file 107 comprised of layers 107 a, 107 b, 107 c. As shown schematically in FIG. 1 , the process takes in a layered audio sample 101 and outputs a new layered audio file 107 which is generally different to the input file 101.

An aspect of the present disclosure is a method for generating a multi-layered audio asset. A flowchart of an exemplary method is shown in FIG. 2 , wherein the method includes the following steps.

Step 201: Receive Input Multi-Layered Audio Asset.

In a first step, the input multi-layered audio asset is received to be processed. The input audio asset can be received on its own or as a group or batch. The input audio assets may be received by the processor which is handling the method and the generation of the new audio assets. The input assets may also be received by a memory to which such a processor has access, such that the processor can retrieve the audio assets when desired.

An input audio asset is an audio asset which forms the basis for generating new audio assets through the generative techniques described herein. That is, the asset on which the generative model is to be trained. The method is typically employed to generate new audio assets which are recognisable variants of the (or each) input asset, although in some other examples the method may generate new assets which are unrecognisably different to the input audio asset(s). The variation and variability of the output from the input assets can be controllable by the user. For example, at this step the method can also comprise receiving input control information for controlling the output of the method. One parameter in the input control information could be a variability value which is read by the processor performing the method to alter the extent to which the output audio files differ from the input files. The variability value could relate specifically to one or more of the tone, frequency, length, pitch, timbre, tempo, roughness, loudness and brightness of the output sound. The input control information could also comprise one or more control sound files, such that the generative model is made to produce new sounds which have a distinct influence from the control sound files. For example, the input audio layers may all have a first tempo (or all of the files in the batch with different tempos), and a control sound file having a second tempo of for example 100 bpm is input with the control information, such that the output sound layers are similar to the input files but all have the second tempo of 100 bpm. When the method is performed in a video game application, the input control information can be received from a video game environment or derived from one or more events in the video game. The video game information can be separate to, or constitute a whole or part of, the input control information. The various control information described herein can also be input to a pre-trained system. For example, a generative model trained on a single-image without control can be saved for later use, and when the trained model is accessed to generate new images, the control image can be input as an input noise vector or other constraining factor so as to affect the generation through the generative model.

By a ‘multi-layered audio asset’ it is intended to mean an audio asset which comprises two or more sounds stacked together to achieve a combined sound. Each of the individual sounds which are stacked together in a multi-layered audio asset can be referred to as a layer. Often, the layers which are stacked together are similar kinds of sounds which are combined to affect a more powerful or interesting outcome than each of the layers in isolation. The two or more individual sounds can be played simultaneously or with a stagger—that is, with a time delay between the start times of each sound. The time delay can be regular, meaning that the interval between each layer is equal; or the time delay can be irregular such that each interval is different with some layers optionally being played together with others. Sometimes a multi-layered audio asset can be referred to simply as a layered audio asset or a layered sound.

The input multi-layered audio assets can be selected for example from a pre-determined library of sounds, to generate a particular output or set of outputs. The input multi-layered audio assets can be selected, for example, from a pre-determined library of such multi-layered sounds. The selection of the particular audio assets to be input into the method can be made based on one or more of a number of selection criteria. For example, a vast library of available audio assets may be accessed and a subset may be selected based on a set of requirements (e.g., a desired ambience, volume level, pitch, time duration). Alternatively, the input audio assets may themselves be randomly generated by a procedural or generative method. The selection from a library or database of audio assets can be made according to an input from another process. In a video game application, an object or player in the video game environment may trigger an event, and that event may output a signal that can be received and used for the selection of the input multi-layered audio assets. In some examples, the number of audio assets in the plurality of input assets may be controlled by the signal associated with the in-game event.

In some examples, the input multi-layered audio assets can be received directly from an external input such as a microphone. The assets may be received in real-time: that is to say that the input audio assets may be received and processed using the method on the fly to return the output audio files. Typically, each of the audio assets in the plurality are different to each other. However, in some examples, one or more of the audio assets can be a duplicate file.

Step 202: Generate Input Multi-Channel Image.

In this step, each of the sounds (layers) in the input multi-layered audio asset is isolated and converted into an image as a graphical representation of the respective sound.

By ‘image’ or ‘graphical representation’ it is intended to mean a visual form of data which records and characterises the features of the respective audio asset, without loss in the audio information. In other words, the audio asset is converted into a form in which the acoustic characteristics of the asset is recorded in visual form, from which an inversion can be made to convert the visual form back into an audio form to retrieve the original sounds.

In this example, each input layer is converted into an input spectrogram, which graphically represents audio information by plotting audio frequency and amplitude against time. An example process for converting each input layer into an input spectrogram is schematically illustrated in FIG. 3 . The mono audio sample 301 is an audio file having a time duration L and a dimension 1×L, and represents an example audio asset constituting an isolated layer in the input multi-layered audio asset. A transform operation is carried out on the audio sample 301 to convert from an acoustic form to a graphical representation—in this case to a single-channel, greyscale spectrogram. In this example, a short-time Fourier transform (STFT) is performed to convert the audio sample 301 into a log-magnitude (log-mag) spectrogram 302 of dimensions 1×1×h×w. This spectrogram plots the frequency and amplitude of each frequency against the time duration of the sound. Other Fourier forms and variations of the STFT can also be employed to achieve similar spectrograms. This spectrogram 302 can be converted back to an audio file by performing the inverse short-time Fourier transform (ISTFT) to retrieve a reconstructed audio sample 303. When applying the inverse transform to retrieve a reconstructed audio file, the Griffin-Lim algorithm can also be applied for example to reconstruct phase from a magnitude spectrogram, so that an inverse Fourier transform can be carried out with both phase and magnitude. Ideally, after the input 301 has been transformed into spectrogram form 302 and inverse transformed back to an audio form 303, the input audio 301 and reconstructed audio 303 should be identical—that is to say that there is no loss in the audio information when converting between the acoustic and visual forms.

The STFT technique generally illustrated in FIG. 3 is applied as part of step S202 to convert each of the input layers into spectrograms, to obtain a plurality of input spectrograms to be combined into a single multi-channel image. In some examples, the input spectrograms can be grouped into separate multi-channel images to create a plurality of input multi-channel images.

An input multi-channel image is then generated by stacking each input spectrogram in a separate channel of the image.

The plurality of input spectrograms is combined into a single multi-channel image. This step converts the batch 102 in FIG. 1 to the single image 103. In this example case, each input spectrogram is a single-channel image—typical of spectrograms which display either one of the magnitude or complex representation of the Fourier transform. In other examples, however, the input spectrograms can be multi-channel images: for example, dual-channel images if both magnitude and phase are selected. The number of channels in the input audio file can also influence the number of channels of the spectrogram.

The input spectrograms are stacked together to form a multi-channel image, with each input spectrogram being assigned a different channel in the multi-channel image. A simple example for an input batch of three input audio files can be illustrated using an RGB image. Each of the single-channel spectrograms for the three input layers can be placed in a separate channel: a first spectrogram in the Red channel, a second spectrogram in the Green channel and a third spectrogram in the Blue channel to generate an RGB (three-channel) image comprising each spectrogram stacked in separate channels. The concept can be extended to any number of spectrograms stacked in any number of channels of a multi-channel image.

In this way, a batch 102 of input log-magnitude (log-mag) spectrograms is generated. In some other example implementations, audio files can be converted into spectrogram form first before being collated into a batch 102.

Step 203: Train a generative model on the input multi-channel image and implement the trained generative model to generate an output multi-channel image.

The multi-channel image obtained after performing steps S201 and S202 is fed into a generative model typically configured to generate a new multi-channel image which is a variation of the input multi-channel image. The generative model (or the neural networks contained within) is trained on the multi-channel image. The model is typically configured to generate a multi-channel image which resembles a spectrogram similar to that of the input spectrograms. As already mentioned, the similarity or variability of the output spectrograms from the input spectrograms can be controlled via input control information received into the system. Any input control information received at step S201 can be fed through to the generative model in this step, so as to affect the performance and output of the generative model in generating the output spectrograms.

The generative model used in this step is typically a single image generative model. Such generative models typically comprise a generative adversarial network (GAN) with one or more generator neural network and one or more discriminator network. The discriminator network in such a model typically takes generated patch images received from the generator network and discriminates for loss of structure at the scale of small image patches within the larger image and classifies each patch (e.g. true/false) convolutionally across the whole image, averaging all responses to provide the overall output of the discriminator. Examples of single-image generative models include the SinGAN and the ConSinGAN. Such generative models are particularly suitable for the methods and systems described herein, because they can take only a single image as training data and use a patch discriminator to generate images of an arbitrary size once trained. Whilst the invention is generally described using a single-image generative model, the batch processing method can be applied to audio generation using other generative techniques, incorporating models such as variational autoencoders (VAE), auto-regressive models, and other neural network and GAN techniques.

In case input control information has been received in step 201 (or at any prior step), then this information can be fed to the generative model to control aspects of the output image. The input control information can be fed to the generator of the GAN to influence the way in which the generator generates the image or patch images. The input control information can for example first be converted into a noise vector and that vector used as an input noise vector into the generator. Alternatively, or in combination, the input control information can be fed into the discriminator for example to influence the way in which it calculates (and/or outputs) the loss score at each step. This technique can be applied to pre-trained networks and generative models, by loading a trained model stored on a memory and inputting the control information when generating new audio using that model.

In each channel of this output multi-channel image there is an image which is (or represents) a spectrogram (or other graphical representation of audio assets). Any output multi-channel images obtained in this step can be sent to and stored in a memory unit, for long-term storage or random access. Such a form of storing the outputs of this method can provide a compressed file size, until the audio form is needed when step S204 can be performed to retrieve the layered audio files.

Each channel of the multi-channel image contains a spectrogram representing an output layer; that is, a spectrogram representative of an audio asset which constitutes one layer of a multi-layered sound asset. In some examples, an output layer can be represented by multiple spectrograms—for example when multi-channel spectrogram representation is used.

Step 204: Generate an Output Multi-Layered Audio Asset Based on a Combination of the Output Audio Layers.

In this step, a single-channel image is extracted from each channel of the multi-channel image to obtain a plurality of output spectrograms. For example, if the output multi-channel image comprises three channels, then a simple one-to-one extraction results in the retrieval of three single-channel spectrograms. In the case that the input spectrograms were multi-channel spectrograms, then the grayscale images from several channels of the output multi-channel image may be combined to form the output spectrograms. For example, where the input spectrograms were two-channel spectrograms, then single-channel images from pairs of channels in the output multi-channel image can be combined to form the output spectrograms.

Once the output spectrograms have been extracted, each of the spectrograms can be converted into an audio file by performing an inverse Fourier transform, such as the ISTFT. The inverse transform converts each one of the output spectrograms from a visual or graphical representation into an audio file. The result is that each of the spectrograms is converted into a newly generated audio file. Each of the audio files can be sent to and stored in a memory unit, for long-term storage or random access, or they can be sent on and processed for immediate use—e.g. to be played in a video game environment.

From the output layers derived from the output spectrograms, a layered sound can be generated in this step. The audio clips obtained by converting each of the output spectrograms in this step can be layered together to generate a layered sound file. The audio clips can be simply stacked on top of each other to be played back simultaneously, or in other cases, all or some of the clips can be offset in time so as to have a delayed playback. The delay between the clips in such a layered sound can be variable or pre-determined. For example, in the case of a footstep, the input sound assets (training sounds) could comprise: (i) a sound of the heel hitting the ground, (ii) a sound of the tip of the foot hitting the ground, and (iii) foley sounds. A generative model trained on the above input sound assets could output new heel, tip and foley sounds, each of which can be combined in a layered sound to generate a new overall footstep sound asset. As the heel typically hits the ground first, the layered sound could have the tip sound delayed after the heel sound (but overlapping in duration), and similarly with the foley sound.

Other aspects of the layers can also be adjusted at this step, when combining to form the output multi-layered audio asset. For example, the respective volume of one or more of the layers can be adjusted in relation to one or more other layers. Such adjustments can be made directly in response to external conditioning factors such as video game data as described herein.

Aspects of the output multi-layered audio asset, including acoustic properties of the layers (e.g. relative volume, tone) and arrangement of the layers (e.g. delay between layers, the sequence/order of layers), can be directly or indirectly linked to the respective aspects of the input multi-layered audio asset. In some examples, acoustic and arrangement properties of the input layers in the input multi-layered audio asset are first determined (for example in step 201) and stored such that when the output layers are generated from the output images in the output multichannel image, they can be arranged and adjusted according to the aspects read in from the input asset. The output layers can also be adjusted and/or arranged in response to further input, for example from video game environment.

Once trained, the generative model used can be stored and used ‘offline’ for generating new sounds. Whilst the process of training a single image generative model can take some time, once the model is trained, generating a new sound from that model can be done very quickly. Accordingly, a generative model can be trained for a certain sound or type of sounds and stored on a memory where it can be accessed to quickly generate new sounds similar to the training sound(s). For example, a generative model can be trained in the manner described herein on one or more training sounds of a footstep. That ‘footstep model’ can then be stored and used for example in a video game context: each time a character in a video game moves around (for example in response to user input control), a new footstep sound can be generated from the model and played back accordingly, so as to provide slightly different footstep sounds each time the character takes a step. Events in the video game environment can trigger a signal to the generative model to generate a new sound of a certain type. Multiple different generative models may be stored on a memory or processor for generating all sorts of different sounds. Where an ‘offline’ generative model is to be used for generating layered sounds, the signal to request generation of a new sound could comprise information about the delay between the various sounds. For example, in the case of a layered footstep sound, the delay between the heel sound and tip sound could depend on how fast a character is moving in a video game environment. If the generative model is responsive to conditioning, further data such as video game data can be sent to the trained generative model to influence the result in the manner described herein.

An aspect of the disclosure further provides a system, a schematic illustration of which is shown in FIG. 4 . The system 40 comprises a memory 41, an asset input unit 43, an image generation unit 44 and an asset output unit 45. Each of the asset input unit 43, image generation unit 44 and asset output unit 45 may be located on a single processor, or located on separate processors. Alternatively, the units may be located remote on a separate memory and accessed (and operated) by a processor connected to the main memory. In this example, each of the units are located on the processor 42.

The asset input unit 43 is configured to receive an input multi-layered audio asset in the manner described with respect to step S201, and to generate an input multi-channel image in the manner described with respect to step S202. The image generation unit 44 is configured to receive the input multi-channel image from the asset input unit 43 and access a generative model to generate new multi-channel images based on the input multi-channel image. In particular, the image generation unit 44 is configured to apply a generative model, typically a neural-network-based machine learning model, trained on the input multi-channel image, to generate new images in the manner described with respect to step S203. The image generation unit 44 generates an output multi-channel image comprising an output image (i.e., graphical representation) in each channel of the output multi-channel image. Each output image corresponds to an output audio layer. The asset output unit 45 is configured to receive the output multi-channel image from the image generation unit 44 and extract the output image in each channel. The asset output unit 45 is also configured to convert each extracted image into an output audio asset to form an output multi-layered audio asset, in the manner as described in reference to step S204.

In some examples, the system can further include a Fourier transform unit, accessed by either or both of the asset input unit 43 and asset output unit 45, for converting between audio asset and graphical representation (image) formats. The Fourier transform unit is configured to carry out a Fourier transform operation (such as the STFT) on an audio asset to convert the audio file into a graphical representation such as a spectrogram, and is also configured to carry out an inverse Fourier transform operation (such as the ISTFT) to convert a spectrogram for example from a graphical representation to an audio asset.

In some examples, the system can further include a video game data processing unit. The video game data processing unit is configured to process data derived from (or relating to) a video game environment and to feed that data to one or more of the asset input unit, the image generation unit and the asset output unit. In one example, the video game data processing unit generates video game information based on a virtual environment and passes the video game information to the image generation unit 44. The image generation unit then implements the generative model using the video game information as one of the inputs, for example by using the video game information as a conditional input to the generative model being used. In other examples, the video game data processing unit simply receives video game information from a separate video game processor and passes the video game information to one or more of the other units in the system.

The foregoing discussion discloses and describes merely exemplary embodiments of the present invention. As will be understood by those skilled in the art, the present invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. Accordingly, the disclosure of the present invention is intended to be illustrative, but not limiting of the scope of the invention, as well as other claims. The disclosure, including any readily discernible variants of the teachings herein, defines, in part, the scope of the foregoing claim terminology such that no inventive subject matter is dedicated to the public. 

1. A method of generating audio assets, comprising the steps of: receiving an input multi-layered audio asset comprising a plurality of audio layers, generating an input multi-channel image, wherein each channel of the input multi-channel image comprises an input image representative of one of the audio layers, training a generative model on the input multi-channel image and implementing the trained generative model to generate an output multi-channel image, wherein each channel of the output multi-channel image comprises an output image representative of an output audio layer, and generating an output multi-layered audio asset based on a combination of output audio layers derived from the output images.
 2. The method according to claim 1, wherein the step of generating an output multi-layered audio asset comprises arranging the plurality of output audio layers with a time delay between each of the output audio layers.
 3. The method according to claim 2, wherein the step of receiving an input multi-layered audio asset comprises determining the temporal arrangement of the audio layers, and the time delay between each of the plurality of output audio layers is configured according to the determined temporal arrangement of the audio layers.
 4. The method according to claim 1, wherein the step of receiving an input multi-layered audio asset comprises labelling the sequence of audio layers in the input multi-layered audio asset, and the step of generating an output multi-layered audio asset comprises arranging the output audio layers according to the labelled sequence of the input multi-layered audio asset.
 5. The method according to claim 1, wherein the generative model is a single-image generative model comprising a generative adversarial network, GAN, having a generator and a patch discriminator.
 6. The method according to claim 1, wherein each input image is a spectrogram of a respective audio layer, the input multi-channel image is an input multi-channel spectrogram and the output multi-channel image is an output multi-channel spectrogram.
 7. The method according to claim 6, wherein the step of generating an input multi-channel image comprises separating the audio layers in the input multi-channel image and performing a Fourier transform on each audio layer to generate a spectrogram of the respective audio layer.
 8. A method according to claim 1, wherein the step of receiving an input multi-layered audio asset comprises receiving, from a video game environment, video game information, and the step of generating the output multi-channel images comprises feeding the video game information into the single-image generative model such that the output multi-channel image is influenced by the video game information.
 9. A method according to claim 1, further comprising the step of storing the trained generative model on a memory, configured to be accessed to generate further audio assets.
 10. A method according to claim 1, wherein the step of receiving an input multi-layered audio asset comprises receiving a second input multi-layered audio asset having second input layers, and the input multi-channel image further comprises images representative of the second input layers.
 11. A computer program comprising computer-implemented instructions that, when run on a computer, cause the computer to implement a method of generating audio assets, comprising the steps of: receiving an input multi-layered audio asset comprising a plurality of audio layers, generating an input multi-channel image, wherein each channel of the input multi-channel image comprises an input image representative of one of the audio layers, training a generative model on the input multi-channel image and implementing the trained generative model to generate an output multi-channel image, wherein each channel of the output multi-channel image comprises an output image representative of an output audio layer, and generating an output multi-layered audio asset based on a combination of output audio layers derived from the output images.
 12. A system for generating audio assets, the system comprising: an asset input unit configured to receive an input multi-layered audio asset comprising a plurality of audio layers, convert each audio layer into an input graphical representation, and generate an input multi-channel image by stacking each input graphical representation in a separate channel of the multi-channel image, and an image generation unit configured to implement a generative model to generate one or more output multi-channel images based on the input multi-channel image, each channel of the output multi-channel image comprising an output image representing an output audio layer, and an asset output unit configured to separate the output graphical representations from each multi-channel image and generate an output multi-layered audio asset based on a combination of output audio layers derived from the output graphical representations.
 13. A system according to claim 12, further comprising a transform unit configured to perform Fourier transform operations and inverse Fourier transform operations to convert between audio and graphical files, and wherein the asset input unit is configured to access the transform unit to convert each input audio layer into an input graphical representation, and the asset output unit is configured to access the transform unit to convert each output graphical representation into an output audio layer.
 14. A system according to any of claim 12, further comprising a video game data processing unit, configured to process video game information derived from or relating to a video game environment and feed through to one or more of the asset input unit, the image generation unit and the asset output unit, and the image generation unit is configured to implement the generative model based at least in part on the video game information.
 15. A system according to claim 12, configured to store the generative model on the memory. 